Uncontroled impetuous charges after movement is done.

PC/Mac : Digital version of the popular tabletop gaming system. Fight battles on your desktop in single and mutiplayer!

Moderators: Slitherine Core, FoG PC Moderator, NewRoSoft

Post Reply
Xiggy
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 283
Joined: Tue Feb 16, 2010 7:55 pm

Uncontroled impetuous charges after movement is done.

Post by Xiggy »

I think this has been talked about earlier. I just noticed at the end of a turn, that about half my lancers went uncontrolled. (My moves were finished and they all ended up in charge reach of the enemy) I am not sure what this means in game terms. Do they charge uncontrolled in my next turn? Do they charge uncontrolled in my opponents turn? This happened in the final moral check.
TheGrayMouser
Field Marshal - Me 410A
Field Marshal - Me 410A
Posts: 5001
Joined: Sat Nov 14, 2009 2:42 pm

Post by TheGrayMouser »

i dont think it means anything , basically the game is testing for anarchy even for units that really it doesnt apply too, and then it puts the A symbol on them... same thing when you move a unit and then try to change facing and then the A symbol pops up....
Xiggy
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 283
Joined: Tue Feb 16, 2010 7:55 pm

Post by Xiggy »

Well I watched the turns that followed last night and the uncontrolled moral fail and it had no effect on subsequent turns as TheGrayMouser surmised.
keithmartinsmith
Field of Glory Moderator
Field of Glory Moderator
Posts: 1557
Joined: Mon Mar 30, 2009 1:26 pm

Post by keithmartinsmith »

The way the system works is this:

1) At the start of your turn it calculates who will pass and fail 'charging without orders/uncontrolled charge' anarchy tests but does not reveal this to the player. Note that generals only count for these tests on their initial position for each player turn.

2) If you select a unit that has failed a test the system charges the unit for you!

3) When you select end turn any units that failed such tests and were not selected for any action in your player turn now carry our their uncontrolled charges.

4) There is a small bug that a some units that have moved/charged normally gain an 'A' marker at the end of their turn, but only after they have completed their normal moves. We have not pinned this down to fix but it seems that some units actions, typically pursuit moves, are turning on this indicator. Also some units that would have failed the test but were unable to charge gain this marker at the end of their 'normal' move or combat. There is no effect on game play.

5) Please note that the 'A' marker also indicates units that refuse any orders. A unit that refuses to charge may not do any other voluntary move. Other instances are units that refuse to stand when charged and evaded instead.

Keith
Morbio
Brigadier-General - Elite Grenadier
Brigadier-General - Elite Grenadier
Posts: 2164
Joined: Fri Jan 01, 2010 4:40 pm
Location: Wokingham, UK

Post by Morbio »

keithmartinsmith wrote:The way the system works is this:

1) At the start of your turn it calculates who will pass and fail 'charging without orders/uncontrolled charge' anarchy tests but does not reveal this to the player. Note that generals only count for these tests on their initial position for each player turn.

2) If you select a unit that has failed a test the system charges the unit for you!

3) When you select end turn any units that failed such tests and were not selected for any action in your player turn now carry our their uncontrolled charges.

4) There is a small bug that a some units that have moved/charged normally gain an 'A' marker at the end of their turn, but only after they have completed their normal moves. We have not pinned this down to fix but it seems that some units actions, typically pursuit moves, are turning on this indicator. Also some units that would have failed the test but were unable to charge gain this marker at the end of their 'normal' move or combat. There is no effect on game play.

5) Please note that the 'A' marker also indicates units that refuse any orders. A unit that refuses to charge may not do any other voluntary move. Other instances are units that refuse to stand when charged and evaded instead.

Keith
Keith that's really useful information, thanks.

I certainly didn't know that generals only count for these anarchy tests on their initial position for each player turn. hopefully I will improve my play with this knowledge! Are they same constraints applied for supporting cohesion tests?
Post Reply

Return to “Field of Glory Digital”